Compositing on "The Tomorrow War" and "Those Who Wish Me Dead."
Nuke Compositor
Zero VFX
July 2019 - April 2020
Boston
Feature film and commercial work, including:
Creed 2, Hubie Halloween, The Sleepover, Midway, Spenser Confidential, Ma Rainey's Black Bottom.
In-House Compositor
Marvel Studios
November 2018 - June 2019
Burbank, CA
Part of the In-House VFX team for Spiderman: Far From Home. Post-visualization, cosmetic cleanups, and final comps. I also wrote the tools we used to manage shot assignments, publish shots for dailies, open scripts, etc.
Game Designer
Low Sodium Games
June 2018 - June 2019
Florida
I helped develop and create the card game "Penguin SLAP!" This includes structuring the game rules and mechanics, marketing, file management, shipping, designing card/box layouts, and designing the website.
Unavailable
November 2018 - January 2019
nuke compositor
Zero VFX
September 2018 - October 2018
Boston, MA
digital compositor
Zero VFX
July 2017 - June 2018
Boston, MA
Equalizer 2,
The Spy Who Dumped Me,
The Week Of,
Daddy's Home 2
VFX Pipeline Supervisor, Digital Effects & Compositing
Numb Robot Studios
April 2017 - July 2017
“The S.P.A.A.C.E. Program” Season 1
I created holograms in Nuke's 3D space for a character to interact with. Some holograms were based off of 3D animated models and some were created via nuke's 3D primitives. Holograms included flickering effects, mist particles, and light beams. I created a "waveform face" for a robotic puppet, generated waveforms based on audio files, and tracked/matchmoved the "waveform face" on to the puppet. I also created a desert matte painting for the "Dune" episode.
I also wrote the code for all the production tools on the show, which included creating a dailies playlist, a delivery playlist, import/export tools, and other various automations.
For several episodes I handled all client relations.
“Hail, Caesar!", "Mozart in the Jungle", "Day of Days", “Waves”
❖ Greenscreens, BG replacement, set cleanup, set extension, 3d camera tracking
❖ Team management, artist training, pipeline development, tool creation
❖ VR cleanplating
Pipeline TD
Native Effects
January 2015 - November 2015
I develop the tools that Native uses in nuke. This includes panels for shot management, macros and gizmos, as well as automated read/write tools that strive to save time and eliminate user error.
Senior Compositor
Native Effects
September 2014 - November 2015
Native Effects is a young and steadily growing studio. We've worked on a broad mixture of projects from feature film to commercial television.
Projects have included The Interview, Unfinished Business, Get Hard, and Ad Inexplorada.
Senior Compositor / Pipeline TD
Scarecrow Visual Effects
June 2015 - August 2015
I built and developed the pipeline for the text-based portion of the translation of the film “Unfriended”, a film that takes place in a laptop screen. The film was translated into German, Russian, Castilian Spanish, Latin Spanish, French, Italian and Portuguese. This project was done in conjunction with Native Effects.
I built and managed all the tools, gizmos, and macros that were used on this show. One specific tool was created to read text from specially formatted spreadsheets. This tool could also trim and modify this text, append text, and split text by line breaks without allowing the artist to accidentally change the translation. Once all the text had been integrated into the shot and the shot was completed, a macro could be used to change the language of the entire script to any of the other 6 languages. The tool could be quickly adapted to function with additional languages per client request. Everything was designed to be as dynamic, functional, clean, and practical as possible.
I also created packages of these tools for outsourcing. For security, these packages all had to phone home to let us know when they were in use and would expire after a certain period of time. These packages were also built to be patchable, as our tools continually were updated as the project advanced. All tools had to function in Windows, Mac, and Linux systems to meet with the needs of our remote artists.
Locally, we also had a macro to localize outsourced scripts from our client’s folder structures to ours.
Aside from developing the pipeline, I also managed artists, performed paint cleanup tasks, and finalized shots.
Digital Compositor
Gener8 Media Corp
January 2014 - April 2014
Vancouver, British Columbia, Canada
My final endeavour in stereoscopic, I finalized CG and non-CG shots for 3D conversion in Nuke. While at Gener8 I worked on Maleficent, Godzilla, and Jupiter Ascending.
Compositor
Zero VFX
September 2013 - November 2013
Performed paint & cleanup tasks on "American Hustle." Duties included tracking, matchmoving, digital paint, dustbusting, and lens gate cleanup.
Finaling Artist
Stereo D
January 2013 - April 2013
I worked under tight deadlines with my team to deliver the most detailed composites possible within a very limited timeframe. In my three months at the company I worked on Jurassic Park 3D, G.I. Joe Retaliation, Iron Man 3, Star Trek: Into Darkness, and The Wolverine. I had built several tools and gizmos to help speed up the process.
Duties included 2D and 3D tracking, rig-removal, clean plating, and keying.
Digital Artist
Digital Domain
November 2010 - September 2012
Port St. Lucie, Florida
Jobs included camera tracking, clean plating, chroma keying, grain matching, rotoscoping. I worked on several different teams on Transformers: Dark of the Moon, The Smurfs, Thor, and 47 Ronin.
Counter Intelligence Agent
Best Buy
August 2010 - October 2010
Troubleshooted problems with Windows and Mac computers, performing diagnostics and repairs as well as managing inventory.
Assitant Floor Manager
A Real Pool Store
October 2007 - October 2010
Port St. Lucie, Florida
Before I worked on film, I worked at a pool store that sold swimming pool supplies and billiard tables.